The "Help me find a known PRE-EXISTING asset" topic (II)

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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THEWULFMAN
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by THEWULFMAN »

SleepKiller wrote:Can someone re-upload these http://www.gametoast.com/forums/viewtop ... 64&t=23598? The Gamefront links give me 404 after the 5 second count down. Cheers to anyone who can help.

Here you go.

I'll permanently host this file if someone wants to edit this link onto the original release topic. I'm looking at you AQT. ;o
Last edited by THEWULFMAN on Tue Mar 13, 2012 11:56 pm, edited 1 time in total.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by SleepKiller »

THEWULFMAN wrote:...
Thanks man.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by ht156 »

It seems the links to the BFX assets are down again... would someone be so kind as to reupload them again? Thanks

Download link fixed, please try again -Staff
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Delta-1035 »

Does anyone have the .odfs for this speeder?
Image
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by [Padawan]Helkaan »

Is it this? :
Hidden/Spoiler:
[quote="all_hover_combatspeeder_proto.odf"][code][GameObjectClass]
ClassLabel = "hover"
GeometryName = "all_hover_combatspeeder_proto.msh"

[Properties]
FLYERSECTION = "BODY"

VehicleType = "light"
AISizeType = "MEDIUM"

MapTexture = "flashspeeder_icon"
HealthTexture = "HUD_flashspeeder_icon"
MapScale = 1.5

GeometryName = "all_hover_combatspeeder_proto"
//FirstPerson = "flashspeeder\flashspeeder;com_1st_cockpit_nubianspeeder"
ExplosionName = "all_hover_combatspeeder_exp"

MaxHealth = 5400.0
HealthType = "vehicle"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_5"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"

CollisionScale = 1.5
CollisionThreshold = 5.0

SetAltitude = 0.0
GravityScale = 4.0
LiftSpring = 0.0
LiftDamp = 0.0

Acceleration = 5.0
Deceleration = 9.0
Traction = 20.0
ForwardSpeed = 18.0
ReverseSpeed = 14.0
StrafeSpeed = 8.0


SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0

AddSpringBody = "-1.8 1.4 1.7 2.5"
BodySpringLength = 1.0
AddSpringBody = "1.8 1.4 1.7 2.5"
BodySpringLength = 1.0

AddSpringBody = "0.0 2.4 -2.0 3.5"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 2

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
OmegaZDamp = 1.5

StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3//low is slow - How quickly the bank returns to level
LevelSpring = 2.0//low is slow - the force the restores level
LevelDamp = 1.0//low is slow - the force that reduces the momentum of the rotation

EyePointOffset = "0.0 5.7 -9.5"
TrackCenter = "0.0 4.5 -9.0"
TrackOffset = "0.0 0.5 5"
TiltValue = "5.0"

AutoAimSize = 1.0

PitchLimits = "-7 25"
YawLimits = "-90 90"

PilotPosition = "hp_pilot"
PilotAnimation = "drive"

VehiclePosition = "common.vehicleposition.pilot"

WeaponName = "nab_weap_hover_gianspeeder_cannon1"
WeaponAmmo = 1

AimerNodeName = "Side_gun_base"
AimerPitchLimits = "0 10.0"
AimerYawLimits = "0 0"
BarrelNodeName = "side_gun_barrel"
BarrelRecoil = "0.2"
FirePointName = "hp_fire"

NextAimer = "-"

AimerNodeName = "Side_gun_base1"
AimerPitchLimits = "0 10.0"
AimerYawLimits = "0 0"
BarrelNodeName = "side_gun_barrel1"
BarrelRecoil = "0.2"
FirePointName = "hp_fire1"

FLYERSECTION = "TURRET1"

EyePointOffset = "0.0 1.0 2.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "15.0"

PitchLimits = "-25.0 10.0"
YawLimits = "-80 80"
PCPitchRate = 20.0
PCTurnRate = 20.0

PilotPosition = "hp_passenger"
PilotAnimation = "drive"
//ControlsUnit = "1"

FLYERSECTION = "TURRET2"

VehiclePosition = "common.vehiclepositions.gunner"
//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
ForceMode = 1

EyePointOffset = "0.0 5.0 -11.0"
TrackCenter = "0.0 3.0 -10.0"
TrackOffset = "0.0 0.0 4.5"
TiltValue = "5.0"

PitchTurnFactor = "0.0"
PitchLimits = "-15.0 10.0"
YawLimits = "-25 25"
PCPitchRate = 15.0
PCTurnRate = 20.0

WeaponName = "imp_weap_hover_fightertank_laser"
WeaponAmmo = 0

TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 0.5
PitchDamp = 1.0

HierarchyLevel = 1
//TurretNodeName = "Turret_base"
//AimerPitchLimits = "-15 10"
//AimerYawLimits = "-0 0"


//NextAimer = "-"

AimerNodeName = "Turret_gun_pivot"
AimerPitchLimits = "-0 0"
AimerYawLimits = "-25.0 25.0"

NextAimer = "-"

AimerNodeName = "Turret_gun"
AimerPitchLimits = "-0 0"
AimerYawLimits = "-0 0"

BarrelNodeName = "Turret_gun_barrel"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_main"

PilotPosition = "hp_main_gunner"
Pilot9Pose = "minigun_9pose"


TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""


// ---------- COLLISION ---------------

VehicleCollision = "p_collision1"
VehicleCollision = "p_collision2"
VehicleCollision = "p_collision4"
VehicleCollision = "p_collision5"


SoldierCollision = "p_collision1"
SoldierCollision = "p_collision2"
SoldierCollision = "p_collision4"
SoldierCollision = "p_collision5"

BuildingCollision = "p_building_cylinder"

OrdnanceCollision = "p_collision1"
OrdnanceCollision = "p_collision2"
OrdnanceCollision = "p_collision4"
OrdnanceCollision = "p_collision5"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 4.0 1.5"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "13.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "mediumsmoketrail"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkBounciness = 0.5
ChunkStickiness = 0.25


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 2.0"
ChunkSpeed = "9.0"
ChunkBounciness = 0.3
ChunkStickiness = 0.45

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke_4"


EngineSound = "all_hover_combatspeeder_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
TurnOnSound = ""
TurnOffSound = ""
MusicSpeed = "0.15"
MusicDelay = "3.0"
CISMusic ="cis_vehicle"
GroundedSound = ""
GroundedHeight = ""[/code][/quote]
Please use hide tags with large walls of text/code. -Staff
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Delta-1035 »

Yup, thanks man. :)
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AQT »

Just so you know, both the model and the ODF of that vehicle can be acquired by going to the following:
And clicking on the Combat Speeder Prototype link.
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Re: All-Purpose Request Thread (Mk. IV)

Post by PvtMichaelJCaboose »

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Re: All-Purpose Request Thread (Mk. IV)

Post by ARCTroopaNate »

Thanks MichaelJCaboose! :D
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Delta-1035 »

Does anyone have the Hoplite Shield (300)?
http://www.gametoast.com/forums/viewtop ... 64&t=19533
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Bob »

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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Delta-1035 »

Thanks man, that was fast. :P
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by RAS »

hi, does anyone know where can i find VF501's version of the DC-17 ICWS ? it was used it DEV's side mode and battlefront project (or power) i only seem to find Qdin's version .
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by [Padawan]Helkaan »

It was released but rapidly deleted by a staff member because it was ripped from the Republic Commando game, if I remember correctly. So only Qdin's version is available...
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by AQT »

Only the textures were ripped. The models were made from scratch. :)
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by ARCTroopaNate »

I use the ones from the Conversion pack, they have everything you might need for a Clone Commando.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by [Padawan]Helkaan »

^Those are Qdin's, by the way.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by willinator »

Can someone reupload the v.1.3 patch documentation, such as the supported modes, eras, and galactic conquest? I seem to have accidentally deleted them. Thanks!
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Unlucky13 »

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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

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